by Logress » Thu Dec 27, 2012 1:52 pm
Well, it certainly makes sense that someone would rather work a real job for 4X the amount per hour, but the data doesn't support it. In reality, any internet/gaming professional will tell you that if these holes exist, they will be leveraged, and over time this will increase by larger and large amounts until it cripples your game. If you let anything scale up such as making alts, it will until it ruins the game for others. Do you think there will be the occasional high level person aggressively leveling up through crest for the treasure battles to give to his main? Really? You know the hardcore grinders. Newbies will be going to Folrart because the chances of getting an Underdog player there will be higher than the chances of getting a non aggressive grinder in Crest. Exploits like this need to be reasoned out at the beginning stage, anything else is bad, lazy design. We've got enough of that built in, god knows, we don't need to repeat the same mistakes in new code.
And obviously the goal is not make 10-20$ dollars each from 10X the number of users, it's to make 5-10$ each from 100 times the users. Unfortunately, getting a new customer has a cost (such things as advertising, PR, customer service, etc), and getting a new paying customer has a higher cost. For Alteil as it is now, the cost of getting a user who will spend $20 is significantly higher than $20 (search the interwebs for discussions about Zynga's fall for more on this phenomenon). As for the factors that can lower this cost, we have consulted with a number of industry professionals and did our own research. To be honest most of the answers were some form of "make the game more mainstream" (IE, lose the anime art, remove the strategy elements from the game, etc) which we didn't feel were particularly right for Alteil. However, we did get some useful info and that's what put us on the path we are now.
The idea of the marketplace was mostly added because we're starting to feel like we don't have enough time to reach the end of our path before the game implodes if we don't do something. In a marketplace, the players will (eventually) set the prices. Even if the cost of packs from us don't change, the number purchased from us should be more than enough to provide circulation, when added to cards from other sources. Once prices are set, buying packs from us will be something that resellers do, after calculating the money they can make on the average set of pulls. One Bringer will pay for the pack, and the rest of it will be be enough cards to supply two or three newbies with the cards to make a whole file, essentially. Non-resellers might not even consider buying from the game in that case. Personally, as someone who has always worked in business, I kind of like the escape from competitive market economy playing video games brings me, but it may be the only kind of solution that will actually 'fix' the economy, and grow and change as the game does.
"Scissors are overpowered. Rock is fine." -Paper